Level - -
Level AP
Bonus AP - -
Total AP Available
AP Remaining (Spent)
Health
Stamina
Gamma
Max Weight
Clear Build - Re-Read Link
** This build has spent more AP than it has available! **
- Stats (Each point costs 5AP) 0 to 80
Name Points Base Max Actual
Charisma - +
Coordination - +
Dexterity (R) - +
Endurance (HP/S/B) - +
Intelligence (G/M) - +
Perception - +
Strength (HP/MW/B) - +
Willpower (S/G/M) - +
- Skills (Each point costs 1AP) 0 to 240
-
Name Points Base Max Actual
Armor Use (Coo/End) - +
Athletics (End/Coo) - +
Dodge (Coo/Per) - +
First Aid (Int/Per) - +
Group Tactics (Cha/Per) - +
Melee (Str/Coo) - +
Pistol (Dex/Per) - +
Rifle (Dex/Per) - +
Social (Cha/Per) - +
- Mutations (Each point costs 1AP) 0 to 240
Name Points Base Max Actual
Alpha (Wil) - +
Empathic (End/Wil) - +
Enhancement (Int/Wil) - +
Nano-Manipul (Int/Wil) - +
Patho-Transmi (End/Wil) - +
Primal (Str/Wil) - +
Sonic Influence (Per/Wil) - +
Suppression (Per/Wil) - +
Telekinesis (Int/Wil) - +
Telepathy (Cha/Wil) - +
Thermal Control (Per/Wil) - +
- Tradeskills (Points increased through use)
Name Points Base Max  
Armourcraft (Int/Per) - -  
Ballistics (Int/Per) - -  
Cooking (Int/Per) - -  
Geology (Int/Per) - -  
Medicine (Int/Per) - -  
Mutagenics (Int/Per) - -  
Nature (Int/Per) - -  
Weaponry (Int/Per) - -  
Science (Int/Per) - -  
- Choose Primary Faction
-
CHOTA Travellers Techs Enforcers Lightbearers Vistas
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Skills Trained
CHOTA Travellers Techs Enforcers Lightbearers Vistas
Armor Use   Armor Use Armor Use    
Athletics Athletics     Athletics Athletics
Dodge Dodge   Dodge Dodge Dodge
    First Aid   First Aid  
      Group Tactics   Group Tactics
Melee       Melee  
  Pistol Pistol Pistol    
      Rifle   Rifle
  Social        
Mutations Trained
CHOTA Travellers Techs Enforcers Lightbearers Vistas
           
        Empathic  
Enhancement   Enhancement      
    Nano-Manipulati      
Patho-Transmiss          
Primal         Primal
  Sonic Influence       Sonic Influence
      Suppression    
        Telekinesis  
  Telepathy     Telepathy  
Thermal Control   Thermal Control      
Tradeskills Trained
CHOTA Travellers Techs Enforcers Lightbearers Vistas
Armourcraft   Armourcraft Armourcraft    
    Ballistics Ballistics   Ballistics
          Cooking
    Geology      
  Medicine     Medicine  
Mutagenics   Mutagenics   Mutagenics  
  Nature       Nature
Weaponry       Weaponry  
  Science Science Science   Science
Empathic
Skill Rank Next Lvl
   
   
   
   
   
   
   
   
   
 
Note: 1 or 2 bonus points will come from mutation path opening quests.
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Step 1 - Level Firstly, enter your target Level in the top left hand box. This should be the level at which you are planning a build for. In the initial release of the game, the maximum level will be 45. However, subsequent regular expansions will be raising this maximum to 150.

Secondly, enter the amount of Bonus AP that you expect to be able to add to this build. Bonus AP comes from questing, primarily in the numerous starter areas. On release there are over 270 AP available in this way, although anything past about 200 will take a lot more work to acquire.
 
Step 2 - Stats Each time you level, your stats will increase, however, you will need to pump some of your stats to become more effective in the game.

Your stats (along with your level), go towards creating your Base & Max values for your skills, mutations & tradeskills. Each ability is usually based on two stats, as listed on the main page. Your secondary stats (Health, Stamina etc) are derived from your main stats.

Stats cost 5AP to raise a single point, so it can get expensive trying to raise them all. Ideally, you should just focus on the stats that will will be important to your build. (eg Dex/Per for range, Int/Per for Crafting, Str/Coo for Melee, Coo/End/Per for Defence)

If the Actual column is highlighted in RED then you are trying to set a value above the Max allowed for that level.
 
Step 3 - Skills, Mutations & Tradeskills With your Stats defined, you will now know your Base & Max values for your Skills, Mutations & tradeskills.
Again, do not expect to have every skill or mutation. Focus on those that you wish to use in your build, taking into account the stats you have selected. For combat abilities, it is recommended to MAX these abilities.

When raising mutations, a small panel will apear enabling you to see what level the mutation abilities will be available.

If the Actual column is highlighted in RED then you are trying to set a value above the Max allowed for that level, and the related stats.
Note: Tradeskills cannot be increased by using AP. Whilst the Max is defined by your Int/Per, your current value in each category can only be raised through crafting.
 
Step 4 - Factions By the time you reach Sector 2, you will need to know which faction that you wish to join. You don't 'have' to join a faction, but it is recommended.
Each faction is allied to the faction either side of it, and enemies to the other three, so choose carefully.

When you select a faction, all the Skills, Mutations & Tradeskills will change colour. This is to identify which of these you can train in the selected faction, and its allies, and which abilities will not be immediately available to train. Please note however, that the majority of training books are tradeable, so whilst you may not be able to get them from your faction, you may be able to buy them on Auction, or pass them through from an alt.
 
Hint Texts When you click a button, or move the cursor into a text box, the upper right panel will change to display pertinent information relevant to the selected box.

Section information can also be displayed by click on the '?' icons in the header bars.
 
Predefined Builds Next to the Help link is one labelled PBL. This will open the Predefined Build List panel.

This panel displays a list of 'known' builds that could prove useful for planning your own builds.

These builds should NOT be taken as exact builds. They are there to help you understand builds, and form foundations of your own.
 
Load/Save If you have cookies enabled in your browser, you have the ability to Load and Save builds.

This allows you to store builds without needed to maintain multiple bookmarks in your browser.

Up to 40 slots are available for storing your builds, and can be cleared or over-written as your wish.

Note: YOUR BUILDS WILL BE LOST IF YOU CLEAR OUT THE COOKIE FOR THIS SITE!
 
Notes The top left of the page will list your AP Remaining. This shows how many points you have left to spend based on the selected level, and amount of bonus points. This value will go RED if you overspend your build. The values will automatically update with every change you make to the build.

Each of the editable values can either be entered by hand, through tabbing & typing, or can be adjusted using the + & - buttons.

The browser address bar will automatically update when you make changes to a build. This allows you to make bookmarks of a build, and to share/discuss builds with other people by posted the links to forums etc.

To reset the page back to zero, click the 'Clear Build' link in the upper right of the page.
To 'un-select' a faction, click the 'Clear Selected' link underneath the faction icons.

If you prefer dark text on a light background, you can use the icons in the upper right to switch the color settings. This will reset each time the page is opened, but will stay whilst builds are designed.

Once opened and loaded, this planner can be used offline. Just keep the page open and it will continue to work. It can also be saved to disk allowing the page to become portable to use on non-internet machines.
 
by Kaerius A full crafting build with melee combat. Comes with heavy defence and strong hit points. Healing & Ranges Offensive mutations
A full crafting build with rifle combat. (can switch to pistol for alternate build). Good defences, & support healing too.
Max defence combat spec with strong mutation support.
Ranged build with melee backup. Mutation support & healing.
Armour covered by buffs. Basic pistol, but heavy mutation skills.
Pistol build with lots of group benefits.
A faction based build with strong mutation support.
 
by Toecutter These three builds give you a solid defensive base with 164 Armour Use and Dodge, and a weapon skill.(once you know the game a bit more and you go into Sector 2 you can expand these builds to be more specialised with other skills and/or mutation paths)
To make this into a crafting build you need to add Intelligence. So, 2 examples:
With high Intelligence you also have access to some skills and mutations that share Intelligence as the primary stat.
 
by Psychic Template with just maxed INT & PER, both needed for crafting abilities. Add your own combat skills from here.
Template with just maxed defences. Add your own combat skills & mutations from here.
Max Rifle (could switch build to pistol), Melee & Defence. Basic healing mutation.
No combat abilities, no defences abilites, but all the healing and crafting to boot! Not really viable but included for completeness.
Dual Pistols, good defences, and combat healing!
Trying to get a little bit of everything is NOT GOOD!
Load & Save Builds
These builds are stored within a single browser cookie on your machine. If you do not have cookies enabled, this functionality will not work.

There are 40 slots available for saving builds. Clicking 'save x' next to a build number will save the current build to that slot number. You will be prompted for a name to save the build under. The descriptiong will automatically be created for you.

Double-Clicking on the build name will read that build from the cookie and display it.

Note: YOUR BUILDS WILL BE LOST IF YOU CLEAR OUT THE COOKIE FOR THIS SITE!

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Faction Relationship Wheel
Faction Wheel

The basic faction system functions as a wheel. Each faction has two allied factions (next to them on the wheel), one archenemy faction (opposite them on the wheel), and two enemy factions (next to the archenemy on the wheel.

When you complete a mission that is a significant help to your faction, you gain reputation points with your faction. You also gain half as many points with your allied factions. However, you lose twice that much from your rating with your archenemy, and you lose an amount equal to your gain from your enemy factions. Thus, there is no way to manage a long-term balancing act by helping everyone equally; in the end, they'll all hate you for being a waffling turncoat.

However, these alliances do allow you to change your faction by working your way around the wheel. In the earlier stages of the game, switching factions is not hard, but the longer you are part of a faction, the harder it gets to change.

As you gain standing with a faction, new missions, merchants, and restricted knowledge become available. You can earn ranks and join in the capture of conflict towns.

It is worth noting though, that faction choices do not need to be made until Sector 2, which starts around level 15. Before then, there are no faction based missions that affect repuation standings.
Starter Towns
Starter Towns
Starting towns help setup a character for the style they wish to play. They provide weapons, starter schematics and plans for crafting, basic ammunition and some starting currency, whilst also acclimitising you to the larger game world.

These nine starter towns are separated into three categories, which define the type of quests available, and the types of quest rewards offered:

Combat (Kill style quests, weapons & ammo rewards)
  • Boneclaw (Melee) - CHOTO based.
  • Depot 66 (Pistol/Melee) - Traveller based.
  • Zanesville (Pistol/Rifle) - Enforcer based.
  • Terance (Pistol/Rifle)
  • Mumford (Pistol)
Support (Mixed quests & rewards aimed at suppor skills)
  • Clinton Farm (Melee/Rifle)
  • North Burb (Melee) - Lightbearer based.
Crafting (Crafting styled quests, recipe book rewards)
  • Midway (Pistol/Rifle)
  • South Burb (Rifle) - Vista based.
All of the towns in Sector 1, including the starter towns, have no effect on faction status; this doesn't start until sector 2. You can do any/all of the quests available without affecting your standing with any of the 6 major factions.

Indeed, if you are planning to max out your AP, then you will need to perform the AP quests available in each of the towns shown on the map.

Skill Mastery
If you reach 165 in a skill, it is possible to receive a 'skill mastery' item. This is a storage item with extra stats, and each skill has its own item available. These items are not 'game breaking' or 'essential to have'; they are bonus items rewarded to those people that devote training to particular skills, so nothing to base characters around.

To receive the items, you must go and visit the relevant NPC listed below in Trader's Flat.

Note: This list is not complete as there may be more mastery rewards unfound or undocumented. If you know of more that should be listed here, please send them to me and I'll add them in.

Melee Skill Mastery
Warrior Frick, outside the melee merchant in Trader's Flat
Requirements: 165 Melee
Reward: Battered Shinai, Storage item with +8 Melee and +8 Melee defense
This training sword reminds you of how far you've come along the path of melee combat.

Dodge Mastery
Darien Swift, next to the melee trainer in Trader's Flat
Requirements: 165 Dodge
Reward: Pristine Cuban Cigar, Storage item with +358 Ballistic resists and +12 Dodge
As long as this cigar remains unsmoked, so shall you.

Pistol Mastery
Ping Oonishi, near the ballistics merchant in Trader's Flat
Requirements: 165 Pistol
Reward: Shiny Revolver Chamber, Storage item with +9 Pistol and +3 Stamina regeneration

Rifle Mastery
Honey Remington, near the ballistics merchant in Trader's Flat
Requirements: 165 Rifle
Reward: Slayer Bolt, Storage item with +10 Rifle and +5 Reflexes
This Crossbow Bolt is rumored to have killed over one thousand raiders without shattering.

Athletics Mastery
Tiger Bowens, in the courtyard next to the lightbearer sage's temple in Trader's Flat
Requirements: 165 Athletics
Reward: Tattered Running Shoes, Storage item with +50 Stamina, +5 Body, +5 Reflexes
Slowpoke's lucky running shoes; not much good for wearing anymore, but said to bring fortitude to their owner.

First Aid Mastery
Madonna Sykes, in the Vista camp in Trader's Flat
Requirements: 165 First Aid
Reward: Pristine First Aid Kit, Storage item with +4 Health regen and +4 Stamina Regen

Armor Use Mastery
Terullian Hammer, in the armorcraft workshop in Trader's Flat
Requirements: 165 Armor Use
Reward: Brass Nut Ring, Storage item with +260 to Slashing, Piercing, Crushing, Ballistic resists

Group Tactics Mastery (unconfirmed)
Trojan Blankenship, next to the armorcraft workshop in Trader's Flat
Requirements: 165 Group Tactics
Reward: Unknown

Social Mastery (unconfirmed)
Alvin Haggler, in the cooking workshop in Trader's Flat
Requirements: 165 Social
Reward: Unknown
Faction Capstone
Once you reach a certain faction level, and attain certain levels skills and/or mutations, it is possible to receive a 'capstone' reward. This is an extra ability rewarded for following the 'true callings' of the faction. These are not 'essential' or 'game breaking' abilities, just bonus abilities for those who decide to follow these faction-based builds.

To train these abilities, you should go and visit the relevant NPC listed below.

Note: This list is not complete as there are more capstone rewards unfound or undocumented. If you know of more that should be listed here, please send them to me and I'll add them in.

Banker's Hole (Traveller)
Baron Silias Marock, at the diner in Banker's Hole
Requirements: 80000 Traveler faction, 164 Melee, 164 Athletics
Reward: Scoundrel's Strike ability
This Melee ability (Traveler Capstone ability) inflicts 100 piercing damage to the target and stuns them for five seconds. The ability costs 81 stamina and has a two minute reuse time.

Morrigan, camp south of Banker's Hole -OR- Nick Bryer, at the front door of the main office in Banker's Hole -OR- Fred Bryer, by the mutagenics workshop in Banker's Hole
Requirements: 80000 Traveller faction, 164 Athletics, 164 Pistol
Reward: On Wires
On Wires increases your movement speed and boosts your ability to dodge attacks

Mike Stanley,west outskirts of Banker's Hole -OR- Martin Peralta, near the Social Trainer in Banker's Hole -OR- Edward Boswell, by the tent with Injured Travelers in Banker's Hole -OR- Louzsa Hearn, on the deck of the main office in Banker's Hole -OR- Ramon Scalfi, by the auction house in Banker's Hole
Requirements: 80000 Traveller faction, 164 Telepathy, 164 Sonic Influence?
Reward: Skullcrusher
Skullcrusher inflicts psionic and sonic damage to your foe.


Black Hill (Enforcer)
Major Thaddeus Mercer, middle building in main courtyard in Black Hill -OR- Private Martin Carvel, Black Hill
Requirements: 80000 Enforcer faction, 164 Armor Use, 164 Suppression
Reward: Juggernaut ability
This Armor Use Ability (Enforcer Capstone Ability) increases all physical armor values by 650 and increases all saves by 15% for two minutes. The power costs 81 gamma and has a five minute reuse time.
Note: This does not stack with Organize.

Private Timothy Carroll, near the CHOTA occupied farm SE of Black Hill
Requirements: 80000 Enforcer faction, 164 Dodge, 164 Rifle
Reward: Fatal Setup ability
This Rifle ability (Enforcer Capstone Ability) decreases your target's dodge rating by 120 for 10 seconds. It costs 81 stamina to use this power, and it has a two minute reuse time.
Note: This appears to have a 50m range, and is targeted like an attack mutation.

Lieutenant Carson, Black Hill -OR- Corporal Raven Skylark, Black Hill
Requirements: 80000 Enforcer faction, 164 Group Tactics, ? (likely 164 First Aid or Pistol)
Reward: Unknown


Chemtown (Tech)
Shae Davidson, in the Mutagenics workshop in Chemtown
Requirements: 80000 Tech faction, 164 Nano-manipulation, 164 Science
Reward: Tune Up Kit Knowledge and Tune Up mutation
Adds an extra crafting tab "Na" with the recipe to make Tune Up Kit (probably bugged and should be under Science).
Also adds an extra mutation under Nano-manipulation called Tune Up
This Nano-manipulation mutation (Tech capstone ability) increases a targeted vehicle's fuel efficiency by 25% and its Armor Use and Dodge ratings by 25 for one hour.

Ralph Keegan, in the forge next to the medical workshop in Chemtown -OR- Carlos the Brave, in the RV Park in the NW side of Chemtown -OR- Botty-June Harker, in the factory next to the weaponry workshop in Chemtown
(All three NPC's probably award same knowledge)
Requirements: 80000 Tech faction, 164 Thermal, 164 Ballistics
Reward: Short Fuse mutation
This Thermal Control mutation (Tech capstone ability) detonates volatile molecules inside a target causing 200 fire damage to the target and all others within 5 meters and stunning them for 3 seconds. This power costs 95 gamma and has a five minute reuse time.


Gaia (Vista)
Ranger Molly Frost, inside the West building of Shangri La, the geothermal powerplant downhill from Gaia -OR- Ranger Nate Anderson, on the deck of Ranger Hall in Gaia
Requirements: 80000 Vista faction, 164 Dodge, 164 Primal
Reward: Spider's Fang mutation
(both NPC's give the same knowledge)
This Primal mutation (Vista capstone ability) punctures the target for 135 piercing damage and inflicts 20 poison damage per second for 15 seconds. It costs 47 stamina and 47 gamma to use, and has a two minute reuse time.

Alyssa Keller, inside Science Workshop in Gaia
Requirements: 80000 Vista faction, 164 Rifle, 164 Sonic Manipulation
Reward: Thundershot mutation
This Sonic mutation (Vista Capstone ability) charges your next rifle shot with sonic energy that explodes outwards from the target and stuns all victims within 5 meters for 4 seconds. This power costs 47 stamina and 47 gamma and has a three minute reuse time.

Brother Trey Hurt, inside Medical Workshop in Gaia
Requirements: 80000 Vista faction, 164 Athletics, (probably also needs 164 Medicine or Nature)
Reward: Horse with No Name ability and Vista Stablemaster's Kit recipe.
Vista Stablemaster's kit appears under the heading "Horse with No Name" in the Nature crafting tab.
Horse with No Name ability appears under Athletics heading
This Athletics ability (Vista capstone ability) increases a targeted horse's fuel efficiency by 25% and its Armor Use and Dodge ratings by 25 for one hour. The ability costs 47 stamina and 47 gamma, and has no significant reuse time.


St. Sebastian (Lightbearer)
Mika Flint, by the Armor Merchant in the southern part of St. Sebastian's
Requirements: 80000 Lightbearer faction, ?
Reward: Unknown

Unknown
Location: Unknown
Requirements: Unknown (likely 164 melee, 164 Telekinesis)
Reward: Storm of Steel mutation
This Lightbearer Capstone ability inflicts 135 slashing damage and deals 15 slashing damage per second for 15 seconds. The ability costs 81 gamma to use and has a two minute reuse time.
Note: Used by Lightbearer Walter Curlew against players in the Banker's hole Traveler Capstone introduction mission


Warhall (CHOTA)
Destroyer Savral, Fire Station at end of runway by Athletics trainer in Warhall
Requirements: 80000 CHOTA faction, 164 Melee, 164 Patho-Transmission
Reward: Vile Strike mutation
This Patho-Transmission mutation (CHOTA Capstone ability) inflicts 175 crushing damage and infects a target with a disease that deals 24 disease damage per second for 10 seconds. This power costs 47 stamina and 47 gamma, and has a 1 minute reuse time.

Ravager Firedrinker, Blue-Skull's tent at mutagenics workshop in Warhall
Requirements: 80000 CHOTA faction, 164 Thermal Control, 164 Armor Use
Reward: Armor Melting
This Thermal Control mutation (CHOTA Capstone power) disintegrates the target's armor, removing 1000 points of piercing, slashing, crushing, and ballistic resistance for 30 seconds. The power costs 81 gamma and has a 30 second reuse time.

Marauder Wolftail, Blue-Skull's tent at mutagenics workshop in Warhall
Requirements: 80000 CHOTA faction, 164 Primal, 164 Mutagenics
Reward: Feral Mind mutation
This CHOTA Capstone ability grants the user 1000 psionic armor and 30% bonus to Body, Mind, and Reflex saves for 5 minutes. The power costs 81 gamma and has a 10 minute reuse time.
Note: this does not stack with Organize